What are the “Transformation Groups” (5)
What are “Euclidean Maps” + examples (3)
What are “Similarity Transformations” + examples (4)
What are “Linear Maps” + examples (6)
What are “Affine Transformations” + examples (7)
What are “Projective Transformations” + examples (7)
What does a “Scaling” matrix look like
sx 0
0 sy
if sx = sy => isotropic
What does a “Shearing” matrix look like
1 s
0 1
=> horizontal shear
1 0
s 1
=> vertical shear
What does a “Rotation” matrix look like
cos๐ -sin๐
sin๐ cos๐
=> ๐ counterclockwise angle
What does a “Mirroring” matrix look like
-1 0
0 1
=> x-axis mirroring
1 0
0 -1
=> y-axis mirroring
What are “Compound Transformations”
How can one “Change Between Coordinate Systems”
What are the “Rotation Matrices for 3D”
Rx(๐)
1 0 0
0 cos๐ -sin๐
0 sin๐ cos๐
Ry(๐)
cos๐ 0 sin๐
0 1 0
-sin๐ 0 cos๐
Rz(๐)
cos๐ -sin๐ 0
sin๐ cos๐ 0
0 0 1
What is the principle of “Euler Rotations”
What are “Affine Mappings”? What are the properties (4)?
What are advantages of “Homogeneous Coordinates”
How are “Homogeneous Coordinates” build
How do “Affine Mappings” work in “Homogeneous Coordinates” compared to “Euclidian Coordinates”
Ax + b
=>
a11 a12 b1
a21 a22 b2
0 0 1
What does a “Translation Matrix” look like in “Homogeneous Coordinates”
1 0 ฮx
0 1 ฮy
0 0 1
How does one rotate around a point with “Homogeneous Coordinates”
=> p’ = CBAp
How to calculate the coordinates of a point in different coordinate systems with “Homogeneous Coordinates”
pu = ux uy 0 * 1 0 -ex * px
pv = vx vy 0 0 1 -ey py
1 = 0 0 1 0 0 1 1
px = 1 0 ex * ux uy 0 * pu
py = 0 1 ey vx vy 0 pv
1 = 0 0 1 0 0 1 1
How to scale with “Homogeneous Coordinates”
sx 0 0 0
0 sy 0 0
0 0 sz 0
0 0 0 1
How to shear with “Homogeneous Coordinates” (z unchanged)
1 0 dx 0
0 1 dy 0
0 0 1 0
0 0 0 1
How to rotate with “Homogeneous Coordinates”
Like normal but with 4ht dimension at 1